Good luck and have fun! I'll be finishing the next version of the Dialogue System, so unfortunately no time to participate. Remember to paper prototype; it's especially fun if you're getting to participate in a group, all of you sketching and shifting pieces of paper around in a chaotic, collaborative frenzy.

Good luck and have fun! I'll be finishing the next version of the Dialogue System, so unfortunately no time to participate. Remember to paper prototype; it's especially fun if you're getting to participate in a group, all of you sketching and shifting pieces of paper around in a chaotic, collaborative frenzy.

Yep, this is my first global jam. I've done some local ones but not this big. I'm taking my prototype box (fishing tackle box with hex & grid paper, post it notes, scissors, game tokens of various types, blank playing cards, textas, pencils, pens etc.) since board & card games are valid entries if we can't code it in time.

But, if we don't like the topic or have no inspiration we'll just use the access to the stuff to work on our own game

The theme is pretty good. We've got a decent concept up already. Will post more after Hawaii.

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We struggled to not do the obvious, came up with a couple of options we could possibly do (1 programmer, 1 designer, 0 artists) but got distracted making a board game, which is technically allowed. We'll tighten the rules & play test all day then see if we can knock out a 2 player game using one of the grid assets we own to speed things up, otherwise we'll submit the hard copy version.

Well, we didn't play test all day. We play tested our board game in the morning (after leaving at a reasonable hour last night & starting again at 9), wrote up the rules, long lunch break, play tested the rules to make clarifications & corrections to them, then packed up & got people on breaks to play test our other board game we are working on that isn't related to the GGJ. Now I'm at home playing games & reading. Will head back around 9 tomorrow morning for a final polish of the rule set & to see if we can get some strategy people to play the game to identify balancing issues as neither of us are real strategists. We do have one mechanic, not triggered every game, that meets the criteria but just in case the name of our game matches exactly the theme word

I'd like to take the complement, but my only role on the art side was intergration. One of the artists took characters, the other took the environment. I had some paint programmer art early in the piece. But none of that made the build.

Another jam down, now to recover before the next local one. One board game done, now to sleep & look at it again next weekend with a clear head to see if it is useful as an actual board game or a turn based strategy for PC/tablet.

Another jam down, now to recover before the next local one. One board game done, now to sleep & look at it again next weekend with a clear head to see if it is useful as an actual board game or a turn based strategy for PC/tablet.

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Got a link to your game page? And everyone else that participated? I'm spending my recoup time just browsing some amazing creations.

How did you find working in a team of four, and did it work how you imagine. How did you find a global comp compared to just a unity one, was the standard higher?

At least when you're working by yourself you know what you're building/coding is going to interact with something else.

For example your animation of an open door might have to sync with the sound of an opening door, at least when you're by yourself you do the animation to account for this (the door opening needs to last 1.2 secs as that is the length of the sound clip), how does it work when your workng with someone else and pressed for time, that person might be in another room.

It must be strange for once not being, the sole sound engineer, animator, modeller, texturing and lighting engineer, gameplay and visual effects coordinator, at least that's what most guys here wear all these hats, including myself, lol.

How did you find working in a team of four, and did it work how you imagine.

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Working in a team was surprisingly easy. We had version control set up before the jam. The artists were using a pretty dumb client (GitHub desktop). That simply required a commit and sync as each asset was finished. I had source tree which let me fix most merge conflicts. The other programmer was an expert on the command line. Most of the time things synced really smoothly. We did loose a few meta files if two people imported the same asset into unity at the same time.

In general the team ran smoothly. We sat around with four comps on a single desk. Anytime help was needed there were people there. Anytime an asset was needed there was someone there. And vice versa.

At least when you're working by yourself you know what you're building/coding is going to interact with something else.

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For the most part we coded our own systems. Breaking down our game:

Me

People movement

Summoning

Marks

Points

Energy

Other programmer

Devil movement

Rituals

We both exposed a couple of public methods to let each other tie into our systems.

Towards the end of the jam it became more and more hacky. Pretty much the entire game runs in the Update method of DevilMovement. It got nicknamed the Devil class, not because of the game theme, but because anyone working on it in the future is going to have a hell of a time.

For example your animation of an open door might have to sync with the sound of an opening door, at least when you're by yourself you do the animation to account for this (the door opening needs to last 1.2 secs as that is the length of the sound clip), how does it work when your workng with someone else and pressed for time, that person might be in another room.

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On sound we cheated. All of our sounds are longer then they need to be. When intergration we simply picked a start point that sounded about right, and turned the sound off once the animation had finished. Not overly elegant, but it worked pretty well.

In fact, we used that timing hack a lot to just force thing to finish at the same time.

It must be strange for once not being, the sole sound engineer, animator, modeller, texturing and lighting engineer, gameplay and visual effects coordinator, at least that's what most guys here wear all these hats, including myself, lol.

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For me it was great. Download some of my solo games, like pond wars or revenge of the ghosts. There was no animator, so there are no animations. There is no sound. Very basic art.

One person can only have so many skills. Having all of the skills I needed to make a game within arms reach was awesome.

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